|  | /******************************************************************************************* | 
						
						
							|  | * | 
						
						
							|  | *   raylib [textures] example - gif playing | 
						
						
							|  | * | 
						
						
							|  | *   Example originally created with raylib 4.2, last time updated with raylib 4.2 | 
						
						
							|  | * | 
						
						
							|  | *   Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, | 
						
						
							|  | *   BSD-like license that allows static linking with closed source software | 
						
						
							|  | * | 
						
						
							|  | *   Copyright (c) 2021-2023 Ramon Santamaria (@raysan5) | 
						
						
							|  | * | 
						
						
							|  | ********************************************************************************************/ | 
						
						
							|  | 
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							|  | #include "raylib.h" | 
						
						
							|  |  | 
						
						
							|  | #define MAX_FRAME_DELAY     20 | 
						
						
							|  | #define MIN_FRAME_DELAY      1 | 
						
						
							|  |  | 
						
						
							|  | //------------------------------------------------------------------------------------ | 
						
						
							|  | // Program main entry point | 
						
						
							|  | //------------------------------------------------------------------------------------ | 
						
						
							|  | int main(void) | 
						
						
							|  | { | 
						
						
							|  |     // Initialization | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |     const int screenWidth = 800; | 
						
						
							|  |     const int screenHeight = 450; | 
						
						
							|  | 
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							|  |     InitWindow(screenWidth, screenHeight, "raylib [textures] example - gif playing"); | 
						
						
							|  | 
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							|  |     int animFrames = 0; | 
						
						
							|  | 
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							|  |     // Load all GIF animation frames into a single Image | 
						
						
							|  |     // NOTE: GIF data is always loaded as RGBA (32bit) by default | 
						
						
							|  |     // NOTE: Frames are just appended one after another in image.data memory | 
						
						
							|  |     Image imScarfyAnim = LoadImageAnim("resources/scarfy_run.gif", &animFrames); | 
						
						
							|  | 
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							|  |     // Load texture from image | 
						
						
							|  |     // NOTE: We will update this texture when required with next frame data | 
						
						
							|  |     // WARNING: It's not recommended to use this technique for sprites animation, | 
						
						
							|  |     // use spritesheets instead, like illustrated in textures_sprite_anim example | 
						
						
							|  |     Texture2D texScarfyAnim = LoadTextureFromImage(imScarfyAnim); | 
						
						
							|  | 
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							|  |     unsigned int nextFrameDataOffset = 0;  // Current byte offset to next frame in image.data | 
						
						
							|  |  | 
						
						
							|  |     int currentAnimFrame = 0;       // Current animation frame to load and draw | 
						
						
							|  |     int frameDelay = 8;             // Frame delay to switch between animation frames | 
						
						
							|  |     int frameCounter = 0;           // General frames counter | 
						
						
							|  |  | 
						
						
							|  |     SetTargetFPS(60);               // Set our game to run at 60 frames-per-second | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |     // Main game loop | 
						
						
							|  |     while (!WindowShouldClose())    // Detect window close button or ESC key | 
						
						
							|  |     { | 
						
						
							|  |         // Update | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |         frameCounter++; | 
						
						
							|  |         if (frameCounter >= frameDelay) | 
						
						
							|  |         { | 
						
						
							|  |             // Move to next frame | 
						
						
							|  |             // NOTE: If final frame is reached we return to first frame | 
						
						
							|  |             currentAnimFrame++; | 
						
						
							|  |             if (currentAnimFrame >= animFrames) currentAnimFrame = 0; | 
						
						
							|  | 
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							|  |             // Get memory offset position for next frame data in image.data | 
						
						
							|  |             nextFrameDataOffset = imScarfyAnim.width*imScarfyAnim.height*4*currentAnimFrame; | 
						
						
							|  | 
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							|  |             // Update GPU texture data with next frame image data | 
						
						
							|  |             // WARNING: Data size (frame size) and pixel format must match already created texture | 
						
						
							|  |             UpdateTexture(texScarfyAnim, ((unsigned char *)imScarfyAnim.data) + nextFrameDataOffset); | 
						
						
							|  | 
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							|  |             frameCounter = 0; | 
						
						
							|  |         } | 
						
						
							|  | 
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							|  |         // Control frames delay | 
						
						
							|  |         if (IsKeyPressed(KEY_RIGHT)) frameDelay++; | 
						
						
							|  |         else if (IsKeyPressed(KEY_LEFT)) frameDelay--; | 
						
						
							|  | 
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							|  |         if (frameDelay > MAX_FRAME_DELAY) frameDelay = MAX_FRAME_DELAY; | 
						
						
							|  |         else if (frameDelay < MIN_FRAME_DELAY) frameDelay = MIN_FRAME_DELAY; | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |         // Draw | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |         BeginDrawing(); | 
						
						
							|  | 
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							|  |             ClearBackground(RAYWHITE); | 
						
						
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							|  |             DrawText(TextFormat("TOTAL GIF FRAMES:  %02i", animFrames), 50, 30, 20, LIGHTGRAY); | 
						
						
							|  |             DrawText(TextFormat("CURRENT FRAME: %02i", currentAnimFrame), 50, 60, 20, GRAY); | 
						
						
							|  |             DrawText(TextFormat("CURRENT FRAME IMAGE.DATA OFFSET: %02i", nextFrameDataOffset), 50, 90, 20, GRAY); | 
						
						
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							|  |             DrawText("FRAMES DELAY: ", 100, 305, 10, DARKGRAY); | 
						
						
							|  |             DrawText(TextFormat("%02i frames", frameDelay), 620, 305, 10, DARKGRAY); | 
						
						
							|  |             DrawText("PRESS RIGHT/LEFT KEYS to CHANGE SPEED!", 290, 350, 10, DARKGRAY); | 
						
						
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							|  |             for (int i = 0; i < MAX_FRAME_DELAY; i++) | 
						
						
							|  |             { | 
						
						
							|  |                 if (i < frameDelay) DrawRectangle(190 + 21*i, 300, 20, 20, RED); | 
						
						
							|  |                 DrawRectangleLines(190 + 21*i, 300, 20, 20, MAROON); | 
						
						
							|  |             } | 
						
						
							|  | 
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							|  |             DrawTexture(texScarfyAnim, GetScreenWidth()/2 - texScarfyAnim.width/2, 140, WHITE); | 
						
						
							|  | 
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							|  |             DrawText("(c) Scarfy sprite by Eiden Marsal", screenWidth - 200, screenHeight - 20, 10, GRAY); | 
						
						
							|  | 
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							|  |         EndDrawing(); | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |     } | 
						
						
							|  | 
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							|  |     // De-Initialization | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |     UnloadTexture(texScarfyAnim);   // Unload texture | 
						
						
							|  |     UnloadImage(imScarfyAnim);      // Unload image (contains all frames) | 
						
						
							|  |  | 
						
						
							|  |     CloseWindow();                  // Close window and OpenGL context | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |     return 0; | 
						
						
							|  | } |